Quake III Arena (patch V1.27), for PC (Gameplay FAQ)
by: Jim Mazurek
e-mail: JChops@versusbooks.com
FAQ VERSION 3.6 (Updated 1-1-01)
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===TABLE OF CONTENTS==========================================================
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1. Disclaimer
2. Quick Intro
3. General Tips & Tactics
4. Weapon Breakdown/Analysis
5. Power-Up Breakdown/Analysis
6. Level Breakdown/Analysis (under construction!)
7. Item Re-spawn Times
8. Secrets/Easter Eggs
9. Useful Console Commands
10. Personal Setup
11. A Little Bit O' Respect
12. Q3A Web Resources/Links
13. Credits, Special Thanks
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1.)DISCLAIMER=================================================================
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Most of you know this stuff by now, but I'll repeat it for the numbskulls who
insist upon stealing other FAQ writers work. Unauthorized use this FAQ
ANYWHERE besides www.GameFaqs.com is absolutely NOT permitted. I had
previously listed this as a "notify-me-before-you-use-it-anywhere" kinda
thing, but no one seemed to care. It's not that I don't want my work published
anywhere else, but because I INSIST on keeping my FAQs in the most current and
updated form possible. When FAQs are just being copied and pasted all over the
place, versions get screwed, the info gets misunderstood, and I get tons of e-
mails asking me questions that I've already addressed in newer versions of the
FAQ. Just use common sense -- and have a little respect for my work, will ya?
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2.)QUICK INTRO================================================================
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I'll be the first to admit that Quake III Arena doesn't really need a gameplay
FAQ. As such, you should know that this FAQ certainly isn't designed to be
your ultimate resource on Q3 -- there are plenty of web sites for that. What
this FAQ does do is cover a wide variety of interesting topics that most
beginning/intermediate players should find both helpful and amusing. Try to
keep in mind that I designed this FAQ to be both informative and helpful to
new players while still remaining hardcore enough for experienced players to
enjoy.
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3.)GENERAL TIPS & TACTICS=====================================================
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ARMOR/HEALTH INFO
Taking damage is treated a bit different when you have both health and armor
as opposed to having health only. The inflicted damage will always distribute
2/3 to armor, and 1/3 to health. In other words, if you have 100 health, and
100 armor, a direct rocket blast will still take off 100 points of damage, but
will now be distributed as 66 points of damage to your armor, and 34 points of
damage to your health. This ratio is the same for all weapons. Make a mental
note of this, and turn the armor into one of the most sought after items on
the map. Statistically, once you get the armor advantage (or get "tanked up"),
you're ahead of the game. Every shot your opponent lands can only do 33%
damage, where as your own will do 100%. Keep the armor flowing in on your
side, and your opponents the hell away from it.
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ROCKET JUMPING
Rocket Jumping isn't something you'll want to do in place of regular jumping,
but you'll need to use it as a method of getting to otherwise inaccessible
areas. There are spots on almost every map that can be rocket jumped to, with
some levels actually requiring you to rocket jump for a certain item
(specifically, Q3DM15 for the BFG10K). To do a rocket jump correctly, you'll
need to look straight down, and hit a rocket blast right as you hit the jump
button. If done correctly, you'll fly far higher than a normal jump could ever
take you. Also note that you'll suffer damage from this technique, which is
why I previously stated that a rocket jump shouldn't replace your regular
jumps. Practice it, and use it to find shortcuts on your favorite levels.
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RE-SPAWNS
If only I had the official 3D rendered maps where I could point out each of
the re-spawn points... Man, what a gem that would be. Without the maps, at
least you can be aware that there ARE a certain number of re-spawns for each
map. This is actually a bigger deal for TDM games than it is for DM/1V1 games,
although some of the smaller levels lend themselves quite well for some re-
spawn fragging fun. Take Q3DM1 for example, where there are only four or five
possible re-spawns on the whole map. If you're playing this game one on one,
you've got a pretty good chance that your opponent will re-spawn quite close
to your current position after you've fragged him. Make a point to take him
out before he has a chance to get to the RL or RA and you'll be golden. Don't
feel like you're "cheaping" your opponent either. Believe me, everyone has had
their own fair share of re-spawn frags. It's all part of the game.
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EXPLOSIONS THROUGH THIN WALLS/FLOORS
Certain levels have areas with walls and floors that are thin enough to let
weapons with splash damage penetrate right through them (with small amounts of
splash damage only). Experiment around each of the levels to find these
helpful locations. [Note: If you are playing version 1.27, this so called
"bug" has been removed from the game. I thought it was a cool technique, but
oh well.]
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AURAL INDICATORS (PART I)
One of the more commonly overlooked elements in Q3 is the sound effects. Yeah,
they sound good and all, but it's those very same sounds that can tip a good
player off as to what's lurking around that corner. Footsteps are a dead
giveaway in a one on one, and you should be aware that a good player will
always know where you are if you're click-clanking around the level. Try using
the walk/run toggle to sneak up on unsuspecting players every once in a while
(when you walk instead of run, there is no footstep sound). Another big part
of the sound game comes from the re-spawn noise. It's a distinct sound, and a
good player will be able to dial right in on it. Like I said in one of the
previous tips -- it's always to your advantage to frag a freshly re-spawned
opponent. So make use of your speakers, and crank 'em up!
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AURAL INDICATORS (PART II)
Did you know that you can actually gauge your opponent's health by the audible
distress signals they give off? That's right, you can actually tell if your
opponent is ready to kick over and die just by the actual sounds they make
when you hit 'em. Each model has what's known as a "warning" sound. Most
notably are the Sarge with his "Errrawwh!" when he's about to die. Try
starting up a game with a friend and then get him close to death. Hear how the
character makes different sounds as they are about to die? I often find myself
engaging my opponent (subconsciously listening to the sounds they make), and
then working my offensive/defensive strategy depending on how hurt are.
Listening to the sounds isn't something most players even pay attention to,
let alone consider strategy. Oh, the horror...
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TO RUN... OR FIGHT?
Most players go in with a simple Rambo-strategy: "Attack 'em until either they
die, or I die!" There is no doubt that this works, but you'll need to use a
little more brainpower against advanced players. It's easy to find yourself
running prematurely, therefore opening up to an ass-kicking from behind. What
you should be doing instead, is holding out until the last possible second,
hoping that your opponent will turn and run before you do. The problem with
this strategy is that it depends on many different factors: current health &
armor status, current weapon, opponent's weapon, opponent's health & armor
status, aim, etc. Learning this delicate balance between running and fighting
is a staple technique of any advanced player, and often, one of the main
strategies that separates a great player from an elite.
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MIND GAMES 101
A 15 minute tourney match isn't much time to "feel" out your opponent, and one
would argue that it isn't even much time to try much of anything when it comes
to really deep, and involving strategy. The one thing a 15 minute match does
do however, is lend enough time to adjust to your opponent (with ADJUST being
the key word here). If you're fighting the ultra-aggressive-attack-at-all-
costs type of player, you need to find a counter strategy –- and find one
FAST. If you're fighting a guy who got three quick kills, and then spends the
rest of the game running and hiding –- you had also better find a solution. Be
creative, and try to come up with things that might frustrate your opponent.
Whatever you do, don't play into their hands. Example: if your opponent
expects you to continually come out of the warper on Q3Tourney2 (where he can
just hop around and kick your ass with rockets), surprise him by NOT using it.
Ingenious, eh? Why be so utterly predictable like the vast majority of Q3
players out there. If you can manage to frustrate your opponent, you can
probably also manage to change his/her strategy altogether. THIS IS IMPORTANT!
You might not beat 'em, but at least it won't be a case of total ownage.
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USING WARPERS EFFECTIVELY
If you go through a warper, you better freakin' learn how to use it. Lets take
Q3Tourney2 as an example. If you're being chased by someone through the main
room with all of the bounce pads in it, why not run for the warper and do an
immediate 180 degree turn once you pass through it. This gives your opponent
the idea that you're running away, when you're really just leading him into a
trap. Once you're through, start throwing rockets directly at the warper
hoping (or knowing) that your opponent is on his way through it. As he steps
through, he'll get a rocket-in-da-face, either pushing him back through the
warper, injuring him severely, or killing him. This is just ONE example of
what you can do; there are many more situations where this sort of technique
is applicable. Just the other day, I fell victim to my own trap and followed a
guy through the teleporter and WHAM! He was waiting right there with the
Gauntlet-a-buzzing!
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CONTROLLING THE LEVEL
One of the most effective tactics when playing a one on one is commonly called
controlling (or running) the level. It's referred to as this because the
player will be hovering around the best items on that specific map, whether
it's the Red Armor, Rocket Launcher, or Power-up. Your main objective should
not only be to keep yourself stocked on particular weapons and/or armor, but
to keep those very same weapons OUT of the hands of your opponents. It's
definitely an entirely different technique from camping, since you'll be
moving from place to place instead of just sitting in a designated spot
waiting for opponents to show themselves. So make sure to explain the
difference to anyone on your server that's whining that "you're cheap because
your just hogging all the items & weapons." What would they like you to do,
stop and hand them a RL so they could fight you with more efficiency? The fact
of the matter is, a very good player will "control" a level without the
opposing player ever knowing about it. Every time you go to get the Red Armor,
it's gone! The Rocket Launcher? Gone! And the Quad? Forget about it! You can
simply do "loops" around certain areas, while staying within seconds of your
guarded item (i.e. Red Armor, Rocket Launcher). It's as annoying as it is
effective.
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AMMO COUNT
It's happened to all of us, that fatal "Click!" just as you were about to let
loose with a rail that would've killed your opponent. But now, you're just
sitting there with your thumb in your ass. The moral of the story is to keep
your eyes on your ammo, even when in the heat of battle. Just make a habit to
glance at it every so often, and soon, it will become second nature.
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USING BOUNCE PADS EFFECTIVELY
Without a doubt, one of the weirdest things to deal with in Q3A is the bounce
pads. Sometimes they're your best friends (when trying to get out of a messy
situation), and sometimes they're your worst enemies (when a railgunner is
just sitting there waiting to put one up your, er...nevermind). It's very
important to remember that when you hit a bounce pad, your movements are
fairly predictable, making for a somewhat scrumptious railgunner target. Your
only alternative to becoming railbait is to use air control and try to trick
the player as to where you're going. Since Q3 doesn't have much air control,
you'll often find yourself getting whacked around by experienced railers.
Don't just hit the pads and let them push you in the default direction. Use a
little technique to get the weird angles going.
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QUAD DAMAGE TACTICS
Of all the power-ups in Q3A (i.e. Haste, Invisibility, Battle Suit, Personal
Teleporter, Stimpack), the Quad is the only one that will HEAVILY change the
outcome of the match in favor of the bearer. In other words, if you get one of
these in a FFA or TDM (and you're somewhat skilled at staying alive), you'll
rock the house. Quad RL and PG are the best for FFA, but don't overlook the
Quad LG or the Quad SG when your ammo runs dry. Some players insist on using
the built in game timer to help them time the re-spawn. This can be toggled on
or off with the command: cg_drawtimer 1 or 0. Watch when the Quad initially
pops up, and then just add 2:00 to the time when it will re-spawn once more.
Also be aware that the elite players will always know when it's ready to pop
up, so you should take the appropriate counter measures to keep players from
being Quad Whores.
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PERSONAL TELEPORTER USAGE
When falling off a ledge, into a lava pit, or into a foggy void, use the
Personal Teleporter to warp yourself back onto solid land. This is why it
helps to have your "use item" key setup as a key that's easily accessible.
This is useful on Q3DM18, and Q3DM19.
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STRAFE-JUMPING
Ever wonder why certain players (usually the really good ones) always seem to
be jumping around like rabbits, and usually, at accelerated speeds? Well, it's
not just for show. You get two distinct benefits from doing this. First off,
you'll be much harder to hit if you're good at doing it intermittently.
Jumping will almost immediately make you a much harder target, when used to
make your movement more random. The second and more prevalent benefit from
Strafe Jumping is that you can actually move faster from point A to point B by
doing it correctly.
*The Method*
To do a set of strafe jumps, you'll need to hit jump and strafe at the same
time as you move forward. The more of these you do in a row, the faster you'll
get moving. You'll notice a VERY significant speed increase if you do them
correctly.
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THE CROUCH PUMMEL
Try standing next to one of your friends with Gauntlets equipped. Both of you
should face each other, but one of you should duck, while the other just looks
straight. The guy who is crouching should just press forward into the other
guy with his Gauntlet. Nine times out of ten, the guy who is crouching will
win. Why? Because the guy who's looking straight can't hit the guy who is
crouching without looking down with his mouse. In battle, this happens very
quickly, so be ready to get into crouch position asap.
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THE BOTTOM LINE (Important!)
I can't TELL you how to become a better Q3A player. In fact, it doesn't matter
how many Q3A FAQs you read on how to get better. Nor can I or anyone else SHOW
you the techniques to make you a master. Sure, all this technical info and
weapon data helps, but it won't make you any better at aiming, will it? And it
surely won't make you learn the levels. And what about your instincts? Do you
have what it takes to predict what other players are going to do? You see what
I'm getting at here. If you want to get good (or better yet, GREAT), you're
gonna need to play. And play a LOT! I've been playing Q3 since the first beta
test came out (1.05 I think), on average of about 20 hours per week, and I
still get smoked all the time! And still, I see far too many players out there
saying things like "I suck!" or "How'd you get so good?" Instead of tossing
out phrases like that, why not just take that whooping as an incentive to get
better, and further your finesse and technique. And don't consider practice
against the bots as your only method of learning, either. You need to play
people to get good. Get connected, then get online and start "fRaGginG sOme
lLaMa aSS!" :p
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4.)WEAPONS BREAKDOWN/ANALYSIS=================================================
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Every weapon has its strengths and weaknesses, just as every weapon has its
time and place. The more you play, the more you'll find ways to implement each
and every weapon into any given situation. You should always take things like
range, speed, damage, and even the skill/patterns of the opposing player into
consideration when thinking about weapon tactics in game. Q3 isn't just a
mindless blast-fest. It's meant to be both a deeply strategic and tactical
game by its very nature. You can take the level of strategy in Q3A as far as
you'd like to take it -- knowing that the farther you push yourself, the odds
are your opponents will too. Remember that certain guns have "unwanted"
effects in the place of sound and color that make them more detectable by good
players. These effects are noted next to each weapon by the Equipped Sound and
Visibility stats respectively.
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GAUNTLET- You'll need to be up close and personal for the Gauntlet to hit, and
when it does, you'll do 50 points of damage per smash. When it connects,
you'll notice that you'll be repelled quite a bit by the hit, making it tough
to connect with a follow up unless you have your opponent pinned up against a
wall. It's especially useful when players are chasing you around a corner, and
then you quickly duck behind a wall and equip your Gauntlet. Immediately run
back around the corner and you'll give them a little something to think about.
:) This weapon should only be used as an absolute last resort (unless you can
find tricky ways to implement it like the aforementioned technique). In TDM
games, you'll find yourself using it quite a bit.
DEFAULT AMMO: N/A SPEED OF PROJECTILE: N/A
MAX AMMO: N/A DIRECT DAMAGE (one hit): 50 points
RANGE: In your face! SPLASH DAMAGE: N/A
RATE OF FIRE: N/A VISIBILITY: N/A
EQUIPPED SOUND: N/A
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MACHINE GUN- This is probably the most useful default weapon in FPS history.
It's hitscan, meaning that it hits from any distance instantaneously, and it
deals out A LOT of damage in a very short period of time. It's useful in FFA
or TDM matches to "pick up the scraps." Because of its high rate of fire, it's
easy to get the final hit on a group of weakened opponents who have been
dueling with one another in the center of the arena (easy frags). Don't be
afraid to dish out major damage with a rail or rocket, then grab the frag by
following up with 10-20 machine gun rounds afterward.
DEFAULT AMMO: 100 SPEED OF PROJECTILE: Instant Hit
MAX AMMO: 200 DIRECT DAMAGE: 7 (FFA), 5 (Teamplay)
RANGE: Infinite (pattern disperses) SPLASH DAMAGE: N/A
RATE OF FIRE: Very High VISIBILITY: Low (muzzle flash)
EQUIPPED SOUND: N/A
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SHOTGUN- This weapon is a one-shot kill on an unarmored man at close range,
and gives the term "streetsweeper" a whole new meaning when used in heavy
crowds. The farther away your target, the less likely you are to hit them with
one of the 11 pellets in each shot. The patterns for each shell are random,
and if you don't believe me, just try shooting 20 shells at a wall to see if
there's any correlation. Because of this, it's absolutely critical to get
center-mass hits for the Shotgun to inflict massive damage. This can take some
getting used to, which is what makes the Shotgun one of the toughest weapons
to use against high-level players. Some players swear by the Shotgun and it's
ability to inflict instant hits while others despise its inconsistency. One
thing's for sure though -- you can't argue with 110 points of damage at point
blank range!
DEFAULT AMMO: 10 DIRECT DAMAGE (up-close): 110 points
MAX AMMO: 200 10 ft. away: 100 points (avg.)
RANGE: Infinite 20 ft. away: 50 points (avg.)
RATE OF FIRE: Slow 30 ft. away: 10-30 points (avg.)
SPEED OF PROJECTILE: Instant Hit VISIBILITY: Low (smoke/muzzle flash)
SPLASH DAMAGE: N/A EQUIPPED SOUND: N/A
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PLASMA GUN- The Plasma Gun has an extremely high rate of fire, and does 20
points of damage with each ball (on direct hits), making it great as a room
clearer. Its only drawback is the fact that the projectiles themselves are
easy to dodge at medium to long ranges. One thing to keep in mind when using
the Plasma Gun is to find alternate patterns of dispersal. Try using the
infamous "S-pattern," or even the technique where you shake your mouse (left
to right) to get a larger spread. The plasma balls are also very vibrant
(visually), giving away your position almost immediately to all players around
you. The Plasma Gun shots do give off splash damage, so be extra careful when
rounding corners and the like -- it's very easy to kill yourself with the
excess splash.
DEFAULT AMMO: 50 SPEED OF PROJECTILE: Moderate
MAX AMMO: 200 DIRECT DAMAGE (one ball): 20 points
RANGE: Infinite SPLASH DAMAGE: 1-19 points
RATE OF FIRE: Very High VISIBILITY: High (bright purple balls)
EQUIPPED SOUND: N/A
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GRENADE LAUNCHER- The GL isn't so great for offense, but works wonders for
defense. It lobs projectiles that are more powerful than rockets, although the
rate of fire is somewhat slow. You'll gain an advantage with the GL from
increased elevations, as the grenades will naturally try to find the lowest
possible ground. I like lobbing grenades into a large lot of players during a
FFA, accumulating splash damage on the whole crowd. You can also try using the
GL when you're being pressed by an extremely aggressive opponent. They'll
think twice about rushing after you make 'em eat one of these puppies...
DEFAULT AMMO: 10 SPEED OF PROJECTILE: Very Slow
MAX AMMO: 200 DIRECT DAMAGE (one shot): 120 points
RANGE: 75-90 ft. maximum SPLASH DAMAGE: 1-119 points
RATE OF FIRE: Moderate VISIBILITY: Moderate (smoke trails)
EQUIPPED SOUND: N/A
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ROCKET LAUNCHER- If you're going to practice with a specific weapon, then make
sure to invest some time with the RL. Not only will you need to learn to
effectively use it, but you'll also need to learn to take counter measures
against it. Since it's not a hitscan weapon (it's actually rather slow), a
good player will learn to dodge and avoid rockets on a regular basis. Try
shooting a rocket at your opponents feet, bouncing them up in the air, and
then hitting them on their way down with a follow up rocket for the frag. Now
sit back and watch your frags rack up faster than an overclocked Celeron 300A!
DEFAULT AMMO: 10 SPEED OF PROJECTILE: Slow
MAX AMMO: 200 DIRECT DAMAGE (one shot): 100 points
RANGE: Infinite SPLASH DAMAGE: 1-99 points
RATE OF FIRE: Moderate VISIBILITY: High (smoke trails)
EQUIPPED SOUND: N/A
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LIGHTNING GUN- The LG (or "shaft") is great as a concentrated follow-up
weapon. Hit an opponent with a well-placed RL shot, then immediately switch to
the LG for the last few bits of health they have remaining. If you have a
great aim, and are able to track on to players with ease, the LG is for you.
One cell from this gun will do 8 points of damage, although the longer you
keep it focused on the enemy, the more damage it will inflict (obviously). Be
aware that it DOES have a limited range, which we measured out to be around 75
ft. in-game. The one problem with the LG is its lack of appearance in most of
the Tournament maps. It seems like iD software made it unnecessarily tough to
get good with the LG by keeping it away from most of the maps in the game. My
favorite weapon...
DEFAULT AMMO: 100 SPEED OF PROJECTILE: Instant Hit
MAX AMMO: 200 DIRECT DAMAGE (one cell): 8 points
RANGE: 75 ft. SPLASH DAMAGE: N/A
RATE OF FIRE: Constant VISIBILITY: High (electric stream)
EQUIPPED SOUND: Electric buzzing
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RAIL GUN- Several of the tourney maps have Rail Guns on them, so expect to
face a lot of players who know how to handle rails if you plan to compete. The
Rail isn't just a sniper weapon though; it can be almost as useful in a heated
duel if your aim is good enough. The Rail Gun takes the most practice of all
weapons to master, but once you do, server domination against even expert
level players will be that much easier. Don't overlook weapon combos like the
Rail/RL, or the Rail/LG. The initial hit from the Rail often throws the enemy
back, giving you the necessary time to switch to a different gun and follow up
for the frag.
DEFAULT AMMO: 10 SPEED OF PROJECTILE: Instant Hit
MAX AMMO: 200 DIRECT DAMAGE (one shot): 100 points
RANGE: Infinite SPLASH DAMAGE: N/A
RATE OF FIRE: Slow VISIBILITY: High (thin tracer beam)
EQUIPPED SOUND: Distinct "Hum"
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BFG 10K- Much better than any of the BFGs from previous Quake (and Doom)
games, the new and improved 10K is basically a cross between a Rocket Launcher
and a Plasma Gun. Combined with the Quad Damage, it feels reminiscent of the
Quad/RL from the original Quake where you could frag anything that moved in
less than a second. The projectiles move as fast, if not a bit faster than a
plasma shot, but have the direct and splash damage of a rocket! Obviously, you
can see that this is THE weapon of choice when dueling in the arenas (albeit
totally cheeseball), so make it a point to find them when they're available.
Personally, I like to play levels without the BFG10K –- it's just more fun
without a weapon of such power.
DEFAULT AMMO: 20 SPEED OF PROJECTILE: Very Fast
MAX AMMO: 200 DIRECT DAMAGE (one shot): 100 points
RANGE: Infinite SPLASH DAMAGE: 1-99 points
RATE OF FIRE: Fast VISIBILITY: High (bright blasts)
EQUIPPED SOUND: Low-Freq. Resonance
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5.)POWER-UP BREAKDOWN/ANALYSIS================================================
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Each of the Power-Ups has its own set of properties that make it desirable.
This list is meant to clarify those elements, and stress how important the
roles of these items actually play during Tournaments, FFA, and TDM games.
Each Power-Up lasts for only 30 seconds (as noted by your timer on-screen),
but the last two *'ed items are actually holdables. Holdables can be held then
activated on command with the "Use Item" skill. Don't forget that certain maps
offer the chance to hold more than one Power-Up at a time, in which case both
of the special abilities will be activated at once. It's also very possible to
have a combination of both Power-Ups and Holdables. *The Overall Ratings are
meant to give the reader an idea of how useful the specific item is in-game,
with 0 being the worst and 10 being the best.
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BATTLE SUIT- When holding this Power-Up, you'll be immune to any and all forms
of splash damage (i.e. lava, acid, cratering, rocket splash, plasma splash,
and even drowning). Because of this, your opponent will have to hit you
directly with both rockets and plasma shots to damage you. If your opponent is
a resident rocket-jockey, this can be a HUGE advantage. If you're good with
rockets, and somewhat talented at keeping your opponents at short/medium
range, then this Power-Up should be a big help to you.
PRIMARY EFFECT: Invulnerability from splash damage
VISIBLE EFFECT: Glowing orange shield around player
OVERALL RATING: 7
MAPS: Q3TOURNEY3, Q3DM15
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FLIGHT- The Flight Power-Up is ridiculous. It's a novelty that's only used on
one level. That level (Q3DM19) sucks anyway, so it doesn't really matter much.
Other than the ability to avoid splash damage by flying around, I don't
understand its practical use, therefore I won't even try to explain it. HAH!
PRIMARY EFFECT: To make your player fly like a canary
VISIBLE EFFECT: Player trying to "walk" as he flies through the air
OVERALL RATING: 0
MAPS: Q3DM19
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HASTE- Haste is arguably the second best Power-Up in the game, next to the
Quad Damage of course. It considerably increases both the rate at which you
move, and the rate at which you fire. Even weapons like the Gauntlet can now
dish out damage twice as fast! If you use weapons that already have high rates
of fire, expect to throw lightning fast trails of projectile thunda' at your
opponent in seconds flat. It's best coupled with weapons like the PG, or MG
which already have a decent rate of fire at normal speed. Hasted, these
weapons can cause fear in even the most skilled opponents. One of the most
overlooked Haste abilities is the hit and run. If you're in trouble health-
wise, the Haste will let you play "keep away" from your opponent while scoring
an occasional hit as you run backwards.
PRIMARY EFFECT: Speeds up both rate of fire and player movement
VISIBLE EFFECT: Smoking trail left behind players feet
OVERALL RATING: 8
MAPS: Q3DM2, Q3DM11
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INVISIBILITY- The Invisibility Power-Up isn't so much about domination as it
is about sneakiness. You can knock out a whole room full of players in a FFA
with just one of these – but unlike the Quad Damage, you'll need to be a bit
more devious about it. Since you won't be completely transparent when you hold
the Invisibility (a blurred image is still visible at close range), enemies
may still home in on your position. Also remember that the only other primary
visible effect will be from your muzzle flash/projectiles. If you mix and
match other Power-Ups with the Invisibility (like Quad or Regen), the effect
will be completely visible. So yes, it's impossible to be Invisible with Quad
Damage. D'oh! I found the Invisibility most useful on players who insist on
camping or guarding important areas in FFAs. Sneaking up on them while
unleashing a Shotgun storm will finish their reign real quick.
PRIMARY EFFECT: Makes player nearly invisible
VISIBLE EFFECT: "Predator-like" motion blur
OVERALL RATING: 7
MAPS: Q3DM8, Q3DM10
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QUAD DAMAGE- The highly coveted Quad Damage reigns supreme in the world of Q3A
power-ups. Strangely enough, the Quad only grants 3X damage. You'd be with the
rest of us if you thought that Quad should equal 4X, but apparently this isn't
the case. Damage aside, it's a wicked power-up that takes control of FFAs
quickly, and can switch the flow of a Teamplay event in seconds flat. Make
sure to turn the Quad locations into one of the most important things to
memorize in Q3A, along with the timing of the power-up itself.
WHEN BEARING THE QUAD
A.) Although Rockets seem tempting, the self-inflicted splash damage can
sometimes be too damaging for comfort. It takes a wide open map and some
decent rocket control to deal death with Quad-RL. Once you get this
control down however, you'll notice a considerably higher frag count in
FFAs.
B.) The Railgun also seems like a tempting weapon to use when you pick up the
Quad (300 damage, anyone?), but the low rate of fire and precise control
actually make it one of the worst. You'll find yourself fiddling around
with the aim when you should be more concerned with getting some flak into
your opponents faces. Remember, you only have 30 seconds to get as many
frags as you can get with this thing -- so make use of that time!
C.) The BFG is another weapon that almost fares better without the Quad. Sure,
it can inflict massive amounts of damage in the blink of an eye (Quadded
up, it can do about 1,800 points of damage per second). But can't the BFG
inflict massive damage without the Quad? Heck yeah! My advice is to save
your BFG until your Quad expires, and all the freshly re-spawned players
will be throwing hundreds of little Machine Gun bullets at you. Revenge!
D.) Realize that when you have a Quad in a FFA, you're basically one big
glowing target. Most players don't know what's best for them and they
decide to attack you instead of running or hiding. This isn't a problem
when it's only one or two guys, but when five or six dudes are ready to go
with Machine Guns plinking away, it can be over for you REAL quick. Just
make sure to be aware of this in wide open levels.
E.) So just what weapons should I use when I have the Quad, you ask? The Quad-
Plasma Gun or Quad-Lightning Gun are god-like –- equally so is the Quad-
Shotgun. These weapons tend to deal out massive damage without being
harmful in any way to the bearer. Don't be afraid to use the Quad-Machine
Gun if you're completely out of ammunition with your other more powerful
weapons!
WHEN PLAYING AGAINST QUAD
A.) If your opponent picks up the Quad in a level that lends itself well to
hiding, by all means –- DO IT. This is in no way considered cheap or
stupid to do, since the person with the Quad should be able to find you
within the 30 second time limit of the power-up.
B.) Get armor fast! If you don't, and the guy with the Quad has some, he'll be
dealing out 9X more damage than you! With the armor absorbing 2/3 of the
damage you can deal out on him, plus his 3X quad damage.
C.) If all else fails, RUN LIKE HELL!
PRIMARY EFFECT: 3X damage for all weapons
VISIBLE EFFECT: Glowing blue orb around player
OVERALL RATING: 10
MAPS: Q3DM4, Q3TOURNEY1, Q3DM6, Q3DM7, Q3DM8, Q3DM10, Q3DM11, Q3DM12, Q3DM13,
Q3DM14, Q3TOURNEY5, Q3DM15, Q3DM17, Q3DM18, Q3DM19
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REGENERATION- Nabbing the Regeneration will grant the bearer between +5-15
health per second for 30 seconds. It will still max out at 200 health (like
the Mega Health), although it will keep you up there without degradation until
the time expires. So if you have more than 100 health, it will add 5 health
per second. And if you have less than 100 health, it will add 15 health per
second. In both situations, this can be crucial for building up the necessary
power (and confidence) for a strike on your opponents position. You'll be able
to tell who has the Regeneration Power-Up from the red flashing pulse that
illuminates from the bearers body.
PRIMARY EFFECT: Slowly adds between 5-15 health per second
VISIBLE EFFECT: Flashing red pulse as player gains health
OVERALL RATING: 8
MAPS: Q3TOURNEY1, Q3DM10, Q3DM12
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MEDKIT*- The Medkit will restore you back to 100 health no matter what your
current value below 100. Knowing that, it's only natural to want to get the
most out of it (and more often than not, you end up screwing yourself by
waiting too long). I found that many players spent too much time watching
their health instead of trying to concentrate on the battle at hand when they
have a Medkit. This is bad. Most players who use it during a duel tend to
delay its use until the last possible second, therefore getting the advantage
on their less fortunate opponent. This can be dangerous, since there are a lot
of weapons that can kill an unarmored man on the first shot – let alone a guy
with only 50 or 60 health. Pick it up as a precaution, and remember that it
won't change the outcome of battle for you. It's a last resort, and you should
use it as an insurance policy to bring you back up to 100% health when you're
in trouble.
PRIMARY EFFECT: Brings user back to 100% health on command
VISIBLE EFFECT: N/A
OVERALL RATING: 6
MAPS: Q3DM11, Q3DM13
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PERSONAL TELEPORTER*- The Personal Teleporter can be cool in Teamplay events,
but can also be rather annoying during a tournament game. For Teamplay or FFA,
these can save your life. If you're falling into a bottomless void or lava
pit, use the Teleporter! If you're outnumbered by three or four members of the
opposite team (take a guess) teleport! As for tourneys, anyone who tries to
convince you that it's useful is an idiot. It's stupid to spend a minute or
two just to find your opponent, then just watch him teleport himself out of
danger when he feels like he's in trouble. Cheap and tasteless -– much like a
bottle of MD 20/20.
PRIMARY EFFECT: Teleports user to a random location on command
VISIBLE EFFECT: N/A
OVERALL RATING: 6
MAPS: Q3DM6, Q3DM7, Q3DM12, Q3DM14, Q3DM15, Q3DM18, Q3DM19, Q3TOURNEY6
==============================================================================
6.)LEVEL BREAKDOWN/ANALYSIS===================================================
==============================================================================
This section was designed as a resource (item & stat wise) for each of the
levels in Q3A. All info is based on the FFA version of the map (not the TDM
one), although TDM level breakdowns may be coming in the future. This section
is helpful to those aren't entirely familiar with a specific map, and
sometimes it just helps to look it over on paper before you actually enter it
with a strategy. Try to use this info when planning strategies for Tournament
games, or even FFAs. An occasional TDM tactic or two have been thrown in for
good measure, but this will change as the new sections arrive.
------------------------------------------------------------------------------
*Q3DM1-ARENA GATE*
A somewhat simple (and small) level overall, so any more than two players and
this map turns into a nightmare. There's only one level, so elevation won't
play a factor. And there really aren't any good hiding spots (less the two
statues in the RL room as cover).
QUICK TECHNIQUES
1.) Re-spawn frags are a must on this level, as there are only four possible
places you can re-spawn. Use footsteps/re-spawn sounds to your advantage.
2.) Red Armor is the king of the level, proving itself even more valuable than
the RL. If you're somewhat talented with the Plasma Gun, then this is your
room to guard.
3.) Collect those armor shards too! If not to boost your own armor bonus, just
do it to keep them away from your opponent. Remember the 2/3 damage rule with
armor?
------------------------------------------------------------------------------
*Q3DM2-HOUSE OF PAIN*
A decent beginner map for one on one, this map is very well balanced. Because
of its small size however, a good loop can let you pick up most of the good
items within just a few short seconds. The RL is in a room of its own (a
dangerous room to get trapped in), and the Plasma Gun is in the center of the
map. Just jump around... :P
QUICK TECHNIQUES
1.) Trap opponents in the RL room. It sucks to be in there when someone
outside has the RL, trust me.
2.) Place random rockets down the water hallway. You just might hit someone.
3.) Hoard the Red Armor, for without it you are at a serious disadvantage. Use
the little blocks alongside the wall to get back up onto the main deck of the
level (as opposed to running through the water hallway and leaving yourself
both noisy and open for attack).
4.) Haste is a powerful power-up when combined with the Plasma Gun. Make a
point to time the subsequent re-spawns. Sweep the main areas with
Haste/Plasma, and watch for turtling opponents who hide in the crevasses of
the RL room during a Haste rush.
5.) Don't overlook the Armor Shards! Each shard gives you 5 points to your
armor bonus, which can rack up after a few minutes on the map.
------------------------------------------------------------------------------
*Q3DM3-ARENA OF DEATH*
A weird level, partially due to the somewhat freakish RL/PG re-spawn. It seems
random, with occasional RLs popping up right after one another. It pays to
wreak havoc from the bridge in a FFA, especially with all those grenades
flipping around down below. In a one on one, you'll want to cover the Red
Armor (as usual) as you swing down to pick up the clump of four armor shards.
TECHNIQUES
1.) If you see the Red Armor from below, then by all means rocket jump up and
grab it! Taking the long route up and around the steps might let someone else
get to it before you. If you don't have an RL, try out the GL. It's entirely
possible to do a grenade jump as well.
2.) There is no rocket ammo on this level, and due to the wacky re-spawn of
the RL/PG, you might be stuck without rockets for a while. As an alternative,
make use of the Shotgun (ammo is abundant).
------------------------------------------------------------------------------
*Q3TOURNEY1-POWERSTATION 0218*
A good tourney map for beginners, albeit a bit simple overall. The addition of
the shared spawn Power-Up is nice (Quad/Regen), and makes for some interesting
equalizers and/or dominators depending on how you look at them.
TECHNIQUES
1.) Having only ONE piece of armor should make it the focal point of this map.
Along with some control of the Power-Ups, some decent shotgun skills, and a
little luck on your re-spawns, you're set.
2.) Control of the Power-Up room is absolutely essential on such a small
level. There's no hiding from that Quad unless you back yourself into the RL
room and pound rockets against the wall. Even then, you're asking for trouble
against a good player. The Regen can be annoying as hell when you're trying to
finish someone off, as they run and/or avoid you only to get all of their
health back. Keep pressure on someone bearing Regen, since hiding from it only
makes it stronger (until they cap at 200 health).
3.) I haven't figured out if the RL owns this level or not. It seems like some
players can do really well with it, while others only get themselves killed by
continually trying to get it. Be well-rounded, and have a reliant back-up
weapon/strategy if you can't get to the RL.
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*Q3DM4-THE PLACE OF MANY DEATHS*
A kick-ass looking map overall, especially with those weird snakeoid thingies
hanging from the ceiling and all. It plays slow, due to the fact that the RL
is up and out of the way. The Red Armor is key for one on one tourneys (what
else is new?), just as the RL is important for the FFA.
TECHNIQUES
1.) Watch out for telefrags in FFAs. People are constantly running through
that damn warper, and people always seem to be cluttered in that central hub
area at the wrong times. Do yourself a favor and stay clear of that center
hallway unless you're in a critical situation.
2.) It is possible to make the rocket jump up to the RL for more ammo – make
sure to do it if your armor/health situation is decent. Since seconds count in
a FFA, this might be the best choice for a guaranteed refill.
3.) In FFAs on DM4, the Quad-Plasma Gun rules! Especially since most players
act like chickens running around with their heads chopped off (most of them
just wander right into your stream of Plasma shots). Just control that self
inflicted splash damage and you'll be golden.
------------------------------------------------------------------------------
*Q3DM5-THE FORGOTTEN PLACE*
This map is great for intermediate one on one tourneys. The RL is probably the
focal point of the map, along with the Red Armor. The back-half of this level
doesn't seem to get much use (by the bounce pad), since most players try to
guard both the Red and Yellow Armor while staying close to the RL. Elevation
plays a HUGE role here, so expect to see the better players wow you with their
finesse up top.
TECHNIQUES
1.) Fall down from above to get the RL (the bottom route gets far too
predictable in a one on one). Then just rocket jump out of the hole (through
the corner) and grab the health above.
2.) Avoid the bounce pad in the back room when skirmishing, but don't overlook
the Gold Health that lies nearby.
3.) Rocket Jump (or Grenade Jump) for the Red Armor when the opportunity
arises. It's also possible (albeit a bit tougher) to do a Plasma Jump from the
high ledge to the Red Armor. Your best bet is to just do what you feel most
comfortable with, and make sure you can do it on a moments notice.
4.) Locking down the upper tier of this level plays an important role against
expert players. I've seen quite a few players do an excellent job keeping
opponents at bay while still picking up 90% of the armors on the map. The Red
and Yellows aren't all that far from one another, so keep your timing set and
your reflexes sharp.
------------------------------------------------------------------------------
*Q3DM6-THE CAMPGROUNDS*
A large level, Q3DM6 is an absolute top quality map for either one on one or
TDM games. With multiple levels of elevation, tons of weapons and extra items,
this is one of the best "out of the box" maps that Q3A has to offer.
HEALTH POWER-UPS
5 Health Bonuses (5 points) Personal Teleporter
6 Yellow Health (25 points) Quad Damage
1 Gold Health (50 points)
1 Mega Health (100 points)
TECHNIQUES
1.) You CAN rocket jump from the Yellow Armor to the ledge above, then just do
a regular jump to get on top of the second level. To do it, just stand right
from the Yellow Armor itself and rocket jump. If you push toward the wall,
you'll catch on the small ledge above. Then just jump up and grab all the
goodies around the corner. It's also a good shortcut to lead you into the room
with all the pillars.
2.) In a FFA, the room with all the pillars is key. You've got a Red Armor, a
Mega Health, and a ton of ammo all in one room. If there's a place where
people are going to camp out, odds are they're thinking about coming here.
Make the best of it and be ready for 'em.
3.) With so many open spaces and arena like rooms, the Rail Gun is a huge
favorite with the camping crowd. Not only is the map horizontally large, but
it sprawls out vertically as well. Sitting up atop a perch with the Rail can
rack up frags quickly, but don't rely too heavily on it.
4.) During Teamplay, the Red Armor area is guarded heavily. Take the top route
and reign terror from above on the unsuspecting armor hogs below. Always keep
one player on top of this situation.
------------------------------------------------------------------------------
*Q3TOURNEY2-THE PROVING GROUNDS*
My absolute favorite map since the early days of Q3Test, Q3Tourney2 boasts
some very simple level design along with some really well-balanced gameplay.
The warper plays a huge role in the map, as it allows easy access to both of
the Yellow Armors in a matter of seconds.
TECHNIQUES
1.) The RL dominates this map since the Lightning Gun has been tweaked down
from QTest 1.07. As such, keeping your rocket ammo full while keeping it away
from your opponent should be a focal point to gain control. The RL itself is
in a somewhat vulnerable spot, forcing the player who picks it up to react
very quickly to the seven or eight possible ways he can be shot at. Keep
pressure on players when they try to pick it up, and you're bound to cause
some damage every now and again.
2.) Controlling the two Yellow Armors is key, along with the 50 points worth
of armor shards that lie right outside the warper. A talented player can get
up to 200 armor in no time.
3.) This is one of the two tourney levels in the game that plays home to a
Lightning Gun. Not only should you get good with it, but you should also learn
to keep adept "shafters" out of range. It's only active to about 75 ft. in
game, so keep them at a distance and the LG is useless (much easier said than
done).
4.) Implement warper tricks! Depending on what type of player you're up
against, you should have a different set of warper rules that you'll adhere
to. If you severely wound an opponent, and he runs through the warper, do you
chase him, or do you go around the long way? It could be a trap if you go
through the warper (as he will be waiting with an RL pointed at the gate), or
he might just suck and keep running with his back turned to you. You need to
decide by "feeling your opponents out" in the first couple minutes of the
match. Once you think you have them figured out, outsmart them by mixing up
sneaky warper tactics like "double-backing" as you pretend to go in with the
intent of continuing onward.
5.) A tricky jump that has made its place in recent tourneys is the one where
you hop from the ledge right outside the main warper onto the adjacent ledge
near the pillar. It's tough to do –- you need a really high frame rate (above
80FPS) to give you that extra advantage. It's really just a matter of timing
when you come through the warper. Just try to hit a strafe jump the
millisecond you pop out and you'll be golden.
------------------------------------------------------------------------------
*Q3DM7-TEMPLE OF RETRIBUTION*
A solid level for Teamplay or FFA, DM7 has become what DM6 was to Q1. It's the
level that everyone plays, ALL the time. You'll find lots of elevation
changes, wacky staircases, and a few rooms that have only one way in. Camp the
RA!!!
HEALTH POWER-UPS
4 Health Bonuses (5 points) Personal Teleporter
9 Yellow Health (25 points) Quad Damage
6 Gold Health (50 points)
1 Mega Health (100 points)
TECHNIQUES
1.) If you play a one on one here, plan on a long and tedious battle. It's
very easy not to see each other for long periods of time, especially if the
two players have opposing strategies for controlling the level. Because of its
size, it's very difficult to control the whole damn thing when facing off
against only one player. This map definitely lends itself to either Teamplay
or FFA.
2.) The Red Armor is the most desirable area to hold during a TDM game. If
your team doesn't have control of the RA, then you should quickly reorganize
and get to the RL. The RA room is close to both the Plasma Gun and the Mega
Health, while the RL room is close to the YA and the Quad Damage.
3.) There are several places to rocket jump, and some more useful than others:
A.) From the RL bridge to the hanging lanterns.
B.) From the ground below the RL bridge up to the bridge itself.
C.) From the pit under the RL room back up into the RL room.
D.) At the foot of the stairs in the Plasma Gun room (to get up top)
E.) Up onto the platforms near the Rail Gun (to the sides and behind it)
F.) Up onto the corner ledge across from the YA room with the bounce pad
G.) Across the main pit in the Rail Gun room (horizontally)
H.) Up onto the back of the Gargoyles in the main Rail Gun room
4.) Get the Mega Health from behind the warper in a FFA. People tend to forget
about it in the heat of battle, just as they do with the Red and Yellow
Armors. Use free time to get "tanked up," so that when you finally do enter a
room with three or four players, you'll have no problem cutting them down to
size.
------------------------------------------------------------------------------
*Q3DM8-BRIMSTONE ABBEY*
Both the Quad and Invisibility share a spawn point, so it's advisable to keep
your eyes open as to what's available in the main room. It's a fairly large
level that offers competitive play for both one on one, FFA, and TDM.
HEALTH POWER-UPS
3 Health Bonus (5 points) Quad Damage (shared spawn)
8 Yellow Health (25 points) Invisibility (shared spawn)
4 Gold Health (50 points)
1 Mega Health (100 points)
TECHNIQUES
1.) The Red Armor is underwater, and it's a pain to constantly be guarding and
watching it. It can be quite difficult to go for the traditional "get-in get-
out" technique that you're probably accustomed to when guarding armor spawns.
When you're underwater, it's nearly impossible to dodge rockets from a
seasoned player (the water seriously affects your twitch skills). The best bet
is to equip a weapon like the Plasma Gun that can throw a lot of flak toward
the opponent as you get out of the water quickly.
2.) Invisibility can be crucial in a one on one. Most of the time, the best
technique against it seems to be to just hide and wait it out. Trying to hit a
nimble player with invisibility is like trying to catch a fly with chopsticks
- not easy. To locate players with Invisibility, try watching for smoke rings
and/or other muzzle effects on the individual weapons themselves (important!).
This should reveal the bearer's position.
------------------------------------------------------------------------------
*Q3DM9-HERO'S KEEP*
This level seems to give most players trouble when it comes to system
performance (it runs notably slower than most other maps), and the map is
somewhat lackluster for FFA.
TECHNIQUES
1.) In a tournament, try rocket jumping across the main chasm from ledge to
ledge. You'll have quicker access to both Yellow Armors, and a wide variety of
ammo refills as well.
2.) The Red Armor room seems like an easy room to guard with a Rail Gun
(perched up on the far wall), but it's actually quite difficult if you include
the little bounce pad that can get opponents up into range within a second or
two. I found it best to stay on the move, and try to cover all three armors
instead of just the one RA.
3.) The bounce pads make up the majority of the map, so remember to use
discretion when bouncing all around. Especially in a FFA, where players just
like to camp and wait for people to land into their target area.
------------------------------------------------------------------------------
*Q3TOURNEY3-HELL'S GATE*
This map is probably my least favorite tourney map in the game (next to
Q3Tourney6). Why? Personally, I don't like the whole "one-room-makes-up-the-
entire-map-kinda-thing." What ever happened to creeping around corners? Or
plotting out a strategy? Nine times out of ten, this map turns into a railfest
with the victor being the guy with the better aim (or lower ping).
TECHNIQUES
1.) This technique is the same as above, except you'll be playing the role of
the other guy (showing you how to get the Battle Suit away from him). If
nothing else, try not to engage in rocket battles. This is exactly what the
opponent will want you to do if he/she has a Battle Suit. Instead, stick to
long range attacks with the Rail Gun until the Power-Up wears off. If nothing
else, be prepared for a hasty opponent who would do almost anything to engage
with you at close range. If nothing else works, just hide and be patient - it
only lasts for 30 seconds.
2.) After playing this level quite a bit, it seems like the whole thing is
based on mind games with the Rail Gun. Once you've acquired it, the idea is to
keep it away from your opponent while staying full on ammo (there are no ammo
boxes, so you'll be forced to hang by the Rail Gun itself for refills). Right
below the Rail Gun is the Red Armor, which is also very important. Overall, it
seems like the side with the RG and the RA is much better to control,
especially because you have more than one outlet to the center room without
having to rely on a bounce pad for means of exit.
3.) As usual, try to stay off the bounce pads if your opponent is good with
the Rail Gun. Hitting them makes you a very predictable target. Sometimes,
you'll have no choice. But if you do, it's better to be safe than sorry.
4.) Ever lose track of where your opponent goes on this level? I have. And
once, I seriously thought that the guy was invisible! Little be known to me
that you can actually rocket jump up to the small ledges above the main walls.
On the side with the rocket launcher, you can actually tuck into a little hole
and keep yourself entirely hidden. Of course, he was winning by one point with
only a minute to go, and he hid himself to secure the victory (damn turtle!).
If only I had known about that little spot...
------------------------------------------------------------------------------
*Q3DM10-THE NAMELESS PLACE*
Unique in several ways, DM10 starts all players with 50 points to their armor
bonus (even when you're fragged, you'll respawn with 50), along with a weird
"recharging" device that fills up players with both armor and health as they
stand in its beam. The recharger is in a very high risk area (as it should
be), but people still insist on camping there in hopes of getting the full
200/200 thing going. I find this level boring after one or two minutes...
TECHNIQUES
1.) The Power-Up spawn shares three distinctly different items, the
Invisibility, the Regen, and the Quad. The order in which they appear is
random (so it IS entirely possible to see two or three Quads in a row).
2.) In a one on one, try knocking your opponent into the small fiery pits next
to the recharging device in the main hallway. If he/she falls in, odds are
they aren't getting out (the lava will make quick work of them). A well placed
RL shot can get them bouncing in no time.
3.) There's an awful lotta armor spread around this level, and trying to run
around and guard it all is ludicrous. I suggest that you stick to the RA along
with the YA right under it. This will keep you hovering right around 150 armor
for the entire match (don't forget about your starting 50 point armor bonus).
------------------------------------------------------------------------------
*Q3DM11-DEVA STATION*
One of the largest maps in Q3A, DM11 (or "devastation") is littered with
narrow passages and shortcuts throughout. Lots of elevation changes, warpers,
and bounce pads make this level one that requires some "spot-on" tactics to
control. Great for FFA or TDM, but a bit too large for Tournaments.
TECHNIQUES
1.) The only RL and RA on the entire level are both in one room, making it THE
place to guard for FFAs. The Medkit and the Quad/Haste aren't very far from
this room either, so keep an eye on your respawn times for the Power-Ups as
well.
2.) Because of all the cracks and crevasses, it's best to stay on the move
when traversing thee hallways in this level. Never stay in one area for too
long (unless you're guarding the RA/RL room). All the little hiding spots make
good camping areas for players to ambush you from.
3.) There are two ways to access the Quad Damage, one by switch and one by
warper. To access it by switch, you'll need to blast the red button in the
middle of the room preceding the Quad. This will open the double-door and give
you access. To get there by warper, you'll need to walk up the stairs near the
Lightning Gun, and follow them backward through the small passage that leads
to a warper. Either way, when you get the Quad, be prepared for a trap. A
series of Grenade Launchers will activate and begin lobbing grenades at you!
Get in, get the Quad, and get out of there fast!
4.) Don't forget about the secret room with the gold health right across from
the shotgun/teleporter!
------------------------------------------------------------------------------
*Q3DM12-THE DREDWERKZ*
This map is great for TDM and FFA, but doesn't lend itself well for a one on
one skirmish. DM12 is another one of those sprawling maps (both vertically and
horizontally), so guarding the whole map can be quite a chore. Doors play a
huge role in this level, as they can give away someone's position by the very
distinct open/close sound that they make. Be aware...
TECHNIQUES
1.) The BFG is the focal point of the map, and being in its own little room
makes it quite easy to guard effectively. There are only two ways into the
room. First, is to swim through the underwater passage. And second, is through
the warper in the room with the Red Armor. During Teamplay, I've seen guys
just camp in there, waiting for the other team to come wandering in. Every
single time, the team that stormed the BFG got wasted. It's tough to fight a
BFG with only RLs or PGs. The best bet is to get armored up and get a Quad
before rushing that room. Even then, it's best to have one guy take the water
route while the other guy heads through the warper. Overall, the BFG totally
ruins this level...
2.) It pays to be well-rounded and have a back-up weapon strategy in case you
can't get to the BFG. Don't forget about the Rail, LG, or RL on this stage.
All of them have their time and place.
------------------------------------------------------------------------------
*Q3TOURNEY4-VERTICAL VENGEANCE*
Named quite cleverly, Vertical Vengeance is a great one on one map that plays
both fast and furious. There aren't any hiding spots, and there's only one
piece of armor located in the center of the map. Make sure to use your rocket
splash through floors! Strategy strategy strategy...
TECHNIQUES
1.) As the name implies, vertical combat plays a huge role on this map, and so
does the Rail Gun. Since the level is laid out as one big room (broken up with
multiple layers of cover), you'll need to learn how to predict enemy position.
Railing from awkward angles that you never dreamed possible seems to be the
trick to getting good at this map.
2.) Remember that you don't have to run all the way around the outside of the
level when you want to pick up a specific item. The middle section of the map
is a key area to use during a one on one, since it offers health while
providing a shortcut to the other side. If you're at the RL, and you're
curious about the Mega Health, then take a shortcut and use the middle section
instead of wandering across the whole damn level.
3.) Don't forget about the splash damage through thin walls/floors. On this
stage, you can actually blast the floor above or below you and inflict damage
on your opponent (with rockets). Sometimes, it's even enough to bump them from
their current position and off onto the lower levels. This is great for
setting up a one-two rocket combo.
------------------------------------------------------------------------------
*Q3DM13-LOST WORLD*
Probably one of the best "out-of-the-box" maps for one on one, Lost World has
plenty of caverns, hallways, and chasms to keep even the hardcore Deathmatcher
happy. Check out the tips below for some cool tricks.
TECHNIQUES
1.) This map offers shortcuts aplenty. Try and plan out a good loop where you
can get at least two pieces of armor, a couple weapons, and swing by the Mega
Health in one swoop. Even if you bump into your opponent during the middle of
your run, you'll have plenty of power to keep you going. If you can "bring"
the battle to your area (that is, the area with all of your planned out
goodies), you'll have the edge.
2.) You can nab the Medkit without having to go all the way back up and around
the side passage. Just hit the bounce pad (below it) and push over to the
right wall. If done correctly, you'll just make it over the edge and be able
to grab it. This will save you those valuable seconds when in a one on one
situation.
3.) Since there are so many crevasses and cavernous rooms, the Grenade
Launcher can be a bit more important than usual. I often lob grenades into
areas that I think my opponent may be running around in. This is key when
testing to see if anyone's hiding below the main deck alongside the Red Armor
(a campers dream). RL works well too, but you'll need to be up on top the main
platform to see down that far.
4.) If you're in a FFA, and someone is perpetually camping the Red Armor, try
an alternate approach (as opposed to repeatedly falling to your death using
the little hatchway along the wall). Instead, fall all the way to the bottom
of the level (near the lava) and rocket jump up to the second floor. Usually,
this is enough to startle the player and induce them to make a silly move
(whether it be blasting themselves with a rocket, or simply falling off the
edge).
5.) Now here's a weird one, and it even has it's own console command. First
off, you'll need to type in \com_maxfps 120 at the system console. This will
raise the setting from the default of 85. Once you've typed it in, try jumping
up to the Mega Health with a regular jump (not a rocket jump). With a little
practice to get the feel for it, you should be able to get up to the ledge
without having to go all the way up and around for it.
6.) There's a nifty little shortcut when trying to climb that twisty flight of
stairs near the LG. Instead of running all the way around them, try jumping
through the back of it, then boosting yourself up onto the stairs on the other
side. Just a time saver, that's all...
------------------------------------------------------------------------------
*Q3DM14-GRIM DUNGEONS*
DM14 is a very complex level, and it's also one of the few levels that's home
to a BFG10K. Without the BFG, it is wicked for Teamplay, FFA, and one on one.
DM14 is an instant classic in my book.
TECHNIQUES
1.) In TDM, the best room to camp is the RA room (without a doubt). You've got
RA, two boxes of Plasma Cells, and the Quad respawn all in one little area.
This room is so good, that once you're tanked up, it even lends itself to FFA
camping. Right outside the main door is access to a whole slew of health, more
armor, and tons of ammo refills. The only problem is the amount of entrances
into this area. There are the two bounce pads, and the two doors. Four
entrances into one little room. So yeah, it WILL be tough to hold effectively.
Once you get the Quad though, it turns into a killing spree in your favor.
2.) In a FFA, don't overlook the BFG ammo pack right outside the Quad room. It
gives you 15 shots and is prone to far less traffic than the BFG itself. Once
you get a BFG, return to the ammo pack for refills instead of the gun itself.
3.) Plasma kicks ass on DM14, especially since there are 5 boxes of cells
spread throughout the level (giving you 30 shots each). You can pretty much
run around everywhere with your fire button depressed and still have ammo left
over to frag MaStAH kiLLa!
------------------------------------------------------------------------------
*Q3DM15-DEMON KEEP*
The Demon Keep reminds me of a somewhat freaky-ass fortress on one half, with
the wide open courtyard area on the other. The weirdo swinging cross thingies
are right out of the movie "The Pit and the Pendulum." Hehe... you learn to
appreciate Quake for this kind of weird stuff.
TECHNIQUES
1.) To get up to the BFG10K, you'll need to rocket jump from the center
platform up onto the bounce pad above. If you're centered when you hit it,
you'll be thrown back at the castle and you'll pass through the BFG and then
land on the Red Armor. Not a bad reward for a single rocket jump...
2.) Take notice of the little doorway out on the lava in the main room, as it
leads to a small room housing 3 packs of BFG ammo (that totals 45 cells for
those of you who can't add). Seriously though, if you have a Battle Suit
(which protects you from lava damage), then make sure not to forget about this
little passage.
3.) In FFAs, the RL can be a dangerous thing to go for. It's located in the
central room on the map, with tons of different ways that lead in. Try hitting
the bounce pads out in the main room, then falling on the RL from the upper
level. At least you won't be so predictable.
4.) It is possible to rocket jump up to the Red Armor. So if you feel like
you'll be railbait when you try to rocket jump using the bounce pad, approach
the Red Armor from a different angle. Sneak up to the side and rocket jump.
------------------------------------------------------------------------------
*Q3TOURNEY5-FATAL INSTINCT*
I'll be the first to admit that this level isn't really that fun. It's
designed to be a competitive tourney map, but it falls short in just about
every category. It's a good looking map, don't get me wrong. I just think it
could've used a few more rooms or something, that's all.
TECHNIQUES
1.) Since this map isn't played competitively, it's kinda tough to come up
with advanced tactics. There's really no where to hide (except maybe up on top
of the main arches), and there's really nothing to guard and/or camp, leaving
me with little to say about this map. The one thing that you'll definitely
need to do well, on this map is precise rocket control, and some good enemy
prediction. Use the sound effects to your advantage, and don't forget to use
the Run/Walk toggle to eliminate your footstep noises!
==============================================================================
7.)ITEM RE-SPAWN TIMES========================================================
==============================================================================
It pays to know how often items will be reappearing, especially when locking
down a certain area of the map will be absolutely essential to retain control.
In a 1v1, keeping the items out of the hands of other players is usually just
a timing issue. If you get there first, it's yours. If not, then they get it.
It's as simple as that. It's a little more complicated in TDM events however,
but even then, it all boils down to timing. The only exception to the list
below is any or all of the Power-Ups (i.e. Quad Damage, Haste, Invisibility).
When you first start a map, the respawn time is randomly set between 40 and 60
seconds for these items. After that, it proceeds with the regular 120 second
delay in between subsequent spawns.
WEAPON 5 seconds
ARMOR 25 seconds
HEALTH ITEM 35 seconds
AMMO BOX 40 seconds
HOLDABLE ITEM 60 seconds
MEGA HEALTH 120 seconds (on certain levels this varies)
POWER-UP 120 seconds
Also notice that when you're in a TDM game, the weapon re-spawn will be much
higher than it is in a normal FFA map.
TEAM WEAPON 30 seconds
==============================================================================
8.)SECRETS/EASTER EGGS========================================================
==============================================================================
HIDDEN MAP- BIG BOX
Type in \map test_bigbox in the console, and you'll be warped to a level
reminiscent of a scene from the movie "The Cube." You'll be fighting in a
small 15x15 ft. square with no items permitted, only Gauntlets and Machine
Guns. Make sure to practice this one hard...
Q3DM11- THE DOPEFISH
Yeah, he's a Dopefish. Big deal. You'll find it located 180 degrees from the
Shotgun right next to the main teleporter. Approach the wall, and you'll see
it open up to reveal the secret. A Gold Health and the Dopefish are inside.
Q3DM15- SEVERED HEAD
If you look in the corner the small hallway that leads back up to the main
floor (near the lava), you'll notice a small head in a pool of blood.
Apparently, this is the head of Eric Webb, id's Q3 e-mail support jockey. It's
a shame that Ash wasn't there to clean things up a bit...
Q3DM16- DUST PUPPY
Join the map as a spectator, and fly down to the underside of the main
platform. Check out the weird looking little furry dude! He's Dust Puppy, from
the online comic known as User Friendly. Check out the archive at
www.userfriendly.org for some decent content, including one about Q3!
Q3DM19- DUST PUPPY 2ND DOSE/OLD MAN MURRAY
If you grab the Flight power-up and hover beneath the center of the arena,
you'll notice Dust Puppy (from Q3DM16) painted on the bottom of the platform.
I guess the boys over at id really dig the little dustweed and everything he
stands for. Also, notice the weird logo on the back of the antenna lift?
That's Old Man Murray taken from www.oldmanmurray.com! Hehe, you gotta love
crusty old guys...
==============================================================================
9.)CONSOLE COMMANDS===========================================================
==============================================================================
To get to the system console, just hit the ~ (a.k.a. tilde) key. Once it's
down, you can hit the ~ key again to exit out of it. For those of you who know
this already, I'm sorry. You wouldn't believe how many e-mails I just saved
myself. :-) Below is a list of some of the more useful console commands, along
with an explanation of what each one does and/or how it effects your system.
Note: Always type the command exactly as I have it listed here on the page.
Once done typing it in, just hit the ENTER key for it to begin working. You
should also know that the command "0" means OFF, while "1" means ON. It's that
ultra complex computer jargon, ya see?
------------------------------------------------------------------------------
\cg_thirdperson 1 or \cg_thirdperson 0
This command toggles on or off the third person view (a la Tomb Raider),
making it almost impossible to fight with any accuracy. I don't know who the
hell would want to play like this. I find it especially nice to be in this
mode when you're using the Gauntlet however, as you tend to be able to see
around corners.
_fullbright 1 or \f_fullbright 0
No hardcore Quaker is complete without the r_fullbright command turned on.
This takes every single level and absolutely brightens the living hell out of
them, making the actual player models "pop out" from the background. Nice for
those "dark and dreary" levels. Err wait, EVERY level is dark and dreary...
\vid_restart
This is the quick way to implement your video changes without going out to the
menu and losing your connection. Just type in this command, and your changes
will be made upon restart.
\cg_drawgun 1 or \cg_drawgun 0
Wanna squeeze out a few more FPS? How about getting rid of your gun models? I
can't stand not having mine on the screen, but some players insist that you
need to have this off for maximum frame rate. Toggle this on with 1, or off
with 0.
\cg_gibs 1 or \cg_gibs 0
This command will toggle the gibs on or off (gibs are those blood trails with
all the little parts flying everywhere, derived from the word "giblets"). By
taking them off, you'll squeeze a few more FPS out of your system.
\cg_draw3dicons 1 or \cg_draw3dicons 0
This is just another way to boost a couple more FPS our of your system.
Essentially, it gets rid of the 3D character heads down at the bottom of your
HUD (heads up display). I like the 2D ones better anyway. :-)
\cg_shadows 0 or cg_shadows 1
You can toggle on or off the volumetric shadows that follow your characters.
They slow things down a bit when they're on, but they are worth checking out.
\cg_fov xx
This command will change your viewing area on-screen to a designated number of
degrees. The default setting is 90, but you can replace the xx with an
increased number to gain even more viewing area. Note that everything gets
distorted and skewed a bit as you change from the default setting (just so you
don't think your comp is wigging out). I wouldn't suggest going any higher
than 120.
\callvote map Q3xxx
This command allows you to change the current map on a server without going
back to the level selection screen. Just replace the Q3xxx with the numerical
level name (Q3DM3 for example), and it will ask everyone to vote YES (F1) or
NO (F2) to change to that specific map. The map is changed only if the
majority of the votes are YES. (Note: the server needs to have this feature
supported in order for it to work.)
\timedemo 1 or \timedemo 0
This command toggles the timed demo command on and off. When on, it will tell
your system that you are ready to get a FPS rating. After you pull down the
console and type in the command, go to the "Demos" tab (on the main menu), and
start the Demo001. After it's finished running, pull down the console again to
see your average FPS. Tweak your settings then try it again.
\cg_drawfps 1 or \cg_drawfps 0
This toggles the real-time FPS counter that shows up in the upper right hand
corner of your screen. Good to watch multiplayer frame rates.
\connect xx.xxx.xx.xxx
This command allows you to directly connect to another player via the
Internet, using the IP address to directly communicate with one another. Just
replace the xx.xxx.xx.xxx with the IP that you want to hook up with, and
you're ready to go.
\iamacheater
This will unlock all of the cinemas (including the ending cinema) from the get
go. A good code if you can't earn 'em yourself... :p
==============================================================================
10.)PERSONAL SETUP============================================================
==============================================================================
Although personal control styles differ from one player to the next, I have
seen quite a few players playing Q3 like they used to play the original Doom,
which is with the keyboard only. This is bad, man! So bad! I'm not one to
preach about playing styles and why my way is the best way, but I will tell
you that the mouse/keyboard setup IS the way to go for competitive level play.
Just take a look around at the next CPL event and see how many people in the
top 128 are using keyboard only, or joysticks, or trackballs. Yep, that's
right: ZERO! Everyone uses the mouse/keyboard setup. And although using this
setup may seem awkward at first, don't get frustrated. Stick with it! Once you
get used to it, this setup offers both tremendous speed and accuracy over the
keyboard when used by itself, and it leaps and bounds better than any
joystick, keypad, or trackball.
Per request of many e-mails, here's a quick analysis of my basic setup/config:
Mouse 1(left): Attack
Mouse 2(right): Run/Walk
Mouse Wheel Up: Switch Weapons Up
Mouse Wheel Down: Switch Weapons Down
Mouse Speed: about 10% (sensitivity 3.5 on Q3 V1.27)
W: Forward
S: Backward
A: Strafe Left
D: Strafe Right
C: Crouch
E: Rocket Launcher
Q: Gauntlet
1: Lightning Gun
2: Rail Gun
3: Shotgun
4: Plasma Gun
Spacebar: Jump
Shift: Use item
F1: Show Scores
Other than the standard controls, I went ahead and made a set of text binds to
all of my function keys. Primarily used for Teamplay, it's kinda nice to be
able to quickly say something in the middle of a heated battle without wasting
precious time to stop and type. To make a text bind like this, all you need to
do is drop down the console, and type:
\bind X1 say_team X2
X1 is the key of your choice, and X2 is the text you want to be displayed. My
text binds are as follows:
------------------------------------------------------------------------------
*System Tweaking/Gaming Setup*
With a little system tweaking, my average after five consecutive tests on
timedemo 1 came out to be 80 FPS, which is VERY playable by almost any gamer's
standards. Not bad for a Celeron 500, eh? It IS possible to get more frames
out of your system by bumping down your texture detail to the lowest possible
setting, and by playing the game in 512x384 resolution, turning on vertex
lighting, and tweaking the console a bit more. But then again, you really
wouldn't be able to tell what the hell you were shooting at, right? :-P I
think that the key is to find a comfortable median right in between "pretty
graphics" and "maximum frame rate." Although I'll admit that I hedge toward
maximum frame rate if I want to win. Remember that a higher frame rate means
that you can be more precise when aiming/moving in the heat of battle. It
should be your priority to get it at least up into the 60-80FPS range on
timedemo 1. A good modem (DSL/Cable/T1) is necessary for lag-free gaming, and
you should have no higher than a 50ms ping if you want the game to be
playable.
If you really want to get picky, don't overlook the mousepad or the mouse. Any
hardcore FPS'er will recommend that you stick with a high-end gaming mouse,
and also a solid gaming mousepad. For mice, the WingMan is solid, as is the
Boomslang. And for mousepads, you'll want to stick with either the EverGlide
or the 3M Precise Mousing Surface. Either of these mousepads will give you a
much better sense of control and aiming when dueling in the arenas (due to
their unique textured surface).
==============================================================================
11.)A LITTLE BIT O' RESPECT===================================================
==============================================================================
It's common to play a game so long that you actually become concerned with the
growing amount of ignorami that actually play the game with you. This happened
with me and Q3, so I felt somewhat compelled to lead the "newbie" players down
the path of light instead of the road to darkness. You just knew I had to
throw this in, especially with the release of the DC version of Q3 on our
doorstep. The newbies are pouring in by the thousands! :-)
*NEVER COMPLAIN ABOUT YOUR PING...*
...no matter how crappy it may be -- no one will listen to you. It just makes
you look foolish, somewhat immature, and you're much less likely to be taken
seriously. We've all been a HPB at one time, so don't think you're the only
one on the planet to get lag-fragged. Trust me, you will get WAY more respect
for playing well with a high ping than for whining about it all day. Someone
will notice you if you are indeed a good player.
*IF YOUR PING IS TOO LOW TO COMPETE AT A FAIR LEVEL...*
...then you better freaking make sure to say something before the darn game
starts. It doesn't do you any good to whine and complain after you start
getting your ass handed to you on a silver platter. Like what -- your ping
changed from what it was before the match? Get real, guys. It's already too
little too late. Speak up and suggest possibly switching to a new server
BEFORE the match starts.
*IF YOU'RE GOING TO USE SLANG, PLEASE DON'T USE THAT CURSED Q3 LINGO.*
Everyone's sick of hearing "Owned!" or "j00 suXors!" a thousand times over
during a match. There are are over 55 million already existing words in the
english language -- use 'em.
*IF YOU'RE GOING TO USE AN ALIAS...*
...then you better have the respect to use it for the entire match. Don't fall
into the category of "I'm-using-an-alias-in-case-I-lose... but-if-I-win-I'll-
show-everyone-my-dope-ass-clan-tag-because-I-want-to-show-the-world-that-my-
clan-is-l33t." It makes you look very insecure as a player, and totally
ridiculous to anyone that notices.
*IN TDM, LOSERS SIT.*
Yes folks, it's part of the game. Winners stay and losers sit. Don't like it?
Go play Unreal Tournament.
*LEARN TO COUNT.*
I'm simply stunned by the amount of educated (or uneducated) spectators who
can't count the number of players on a OSP or Q3COMP TDM server. You all know
exactly what I'm talking about. You get on a server, and there's a really good
4 on 4 TDM going on. There's 4 minutes left to play and there's like 10 people
spectating waiting to get next game. But there lies the inherent problem. Ten
players waiting to take four spots? Everyone knows that the first four people
are the only ones who will play, and that the players on the list are shown
according to the amount of time spent waiting on the server. But it never
fails. Time after motherfreaking time I see all 10 morons hopping on the
losing team as if no one will notice and the game will magically start up. Be
respectful, Q3 dummies, and learn to count.
==============================================================================
12.)WEB RESOURCES/LINKS=======================================================
==============================================================================
Since most of the big Q3 sites were nice enough to link to my FAQ, I figured
that I could only do the same right back at 'em.
http://www.bluesnews.com
Along with Stomped.com, this is THE place to go for current and extremely
accurate FPS news. The clean and easy to read page layout is one of my
favorites on the net. It allows me to find what I'm looking for, plain and
simple. :-)
http://www.stomped.com
Like Blue's News, Stomped has a dedicated staff that's all about the current
FPS scene. While you're surfing, you'll find cool stuff like: archived Q1 and
Q2 files, a comprehensive Q3 cvar list, interesting interviews with
developers, and so on and so forth. Make this one of your daily stops if you
want to stay current on the FPS scene.
http://www.shugashack.com
Just like the previous two, Scary's Shugashack is always up to date with
current FPS news. If you're one of those people that needs to know EVERYTHING
about Q3, then this should be one of your daily stops.
http://shod.gamers.com
Stayne's House of Demos (SHODS to everyone familiar with it) is the place to
go if you're looking to download demos of your favorite player and/or clan. It
is no less than amazing, as Stayne always keeps a HUGE archive on hand. The
sheer number of available demos is insane! Use it as a resource, and learn
from some of the best players in the world.
http://www.challenge-us.com
Another one of the "pro-sites" as I call them, Challenge US covers the
hardcore side of the competitive FPS scene. Focusing primarily on Q3, they do
occasionally dabble with UT and other FPS games. Their staff turnover is
incredibly high however, so don't expect to get any consistency from 'em.
http://www.cached.net
Cached is the place to go for current Q3 Tourney information. If there's a
tournament going on ANYWHERE, these guys will know about it. They usually have
the results posted before anyone else, along with demos. Player Trackers,
famous player interviews, you name it -– it's probably on Cached.
http://www.teamplay.net
If TDM or CTF is your thing, why not take a stroll down to Teamplay.net. Here,
you'll find complete QIL coverage of Q3's biggest and best clans, along with
complete and up to date info on the "who's who" of Q3.
==============================================================================
13.)SPECIAL THANKS============================================================
==============================================================================
Spaceman, for his TDM contributions and all-around helpful tips
Yim Yum, for being the best damn TDM'er that I've ever seen
Andrew, for his help with the console commands, and for getting me into Q3
David Hannson, for his info on item re-spawns
Jeff Veasey, for running the best damn video game FAQ site on the web
100 other people, for e-mailing me with corrections to my Easter Egg section
To the fact that no one got my "Jump Around" joke on Q3DM2-House of Pain :-)
And always remember the golden rule...
"Frag everything that isn't you."